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  • DCEmu Featured News Articles

    by Published on October 20th, 2010 22:52

    A holiday tradition? Making things out of gingerbread, and Google is doing its part to keep that practice alive according to a report stating Android 3.0 is set to hit some tablets this December. Those will just be early samples destined only to light up the eyes of engineers who've been very, very good this year, but the rest of us naughty boys and girls will get to see those slates when they launch to the public in January. We hear there's a little electronics show happening that time of year, and supposedly HTC, Samsung, and Motorola will be showing their Gingerbread tablets there, amongst others (but not Lenovo, apparently). We can't wait to get a taste.

    Update: Thanks to James for pointing out that it's still unclear whether 3.0 is going to be Gingerbread or, indeed, the truly tablet-minded Honeycomb release we're really waiting for. This report states specifically that 3.0 is hitting tablets in December, with 4.0 later in 2011. Is that Gingerbread and Honeycomb, or Honeycomb and Ice Cream? Also, is anyone else hungry?

    http://www.engadget.com/2010/10/20/a...r-ahead-of-ja/ ...
    by Published on October 20th, 2010 22:51



    Hoo boy, our tipster was spot on with this one, Apple's adding an 11.6-inch sibling to its newly redesigned 13.3-inch MacBook Air. It'll have a dual-core 1.4GHz Intel Core 2 Duo CPU (upgradeable to 1.6GHz), 1366 x 768 resolution, and a $999 starting price for the 64GB SSD model, with the 128GB version setting you back $1,199. It carries over the aluminum unibody construction from the 13-incher, along with the same 2GB or 4GB DDR3 RAM options and NVIDIA GeForce 320M graphics, but has to settle for a briefer 5-hour battery life.

    http://www.engadget.com/2010/10/20/a...h-macbook-air/ ...
    by Published on October 20th, 2010 22:50



    You still won't be able to do much beyond the command line just yet, but folks looking to jailbreak their new Apple TV can now do so with relative ease thanks to the Dev-Team's PwnageTool 4.1, which has just been made available for download. Of course, a command line today only means that we're pretty much guaranteed to see some more interesting things tomorrow -- hit up the source link below to get started.

    http://www.engadget.com/2010/10/20/a...wnagetool-4-1/ ...
    by Published on October 20th, 2010 22:49

    The God of War Collection will be available in the PlayStation Store from 3rd November, Sony has announced.

    The pack, which incorporates HD revamps of the first two God of War titles, will set you back £23.99 (€29.99). Or if you thought that, say, the first one was a bit duff, you can buy them individually for £13.99 (€17.99) a pop.

    You'd do well to open your wallets if you neglected to pick up the full disc release back in April. Eurogamer's Kristan Reed awarded the PlayStation 3 compilation a heavenly 9/10.

    If you're after a brand new Kratos adventure, you'll have to wait for God of War: Ghost of Sparta on the PSP. It's out on 2nd November in the US, but Sony hasn't confirmed a European date yet.

    http://www.eurogamer.net/articles/20...ystation-store ...
    by Published on October 20th, 2010 22:49

    On 27th October fantastic downloadable game Lara Croft and the Guardian of Light will finally be playable cooperatively online.

    On Xbox 360.

    PC and PS3 owners will have to wait. Again.

    How much longer, Crystal Dynamics' tweet didn't say. "PS3/PC coming later, stay tuned," was all that was mentioned.

    To say sorry for taking so long, Crystal Dynamics will hand the first of five planned DLC packs out for free. To everyone, we assume.

    We're don't know what exactly is in each pack, but we do know the first three are based around adding new areas to explore, whereas the final two introduce "well-known" alternative characters to the game.

    Lara Croft and the Guardian of Light was an experiment for Crystal Dynamics. A small team made a cooperative adventure (playable by two people locally since launch) as a spin-off to the pillar Tomb Raider series. The gamble paid off in abundance. Eurogamer awarded a massive 9/10 and everyone went bonkers and took their clothes off.

    http://www.eurogamer.net/articles/20...-co-op-article ...
    by Published on October 20th, 2010 22:48

    Fans hoping to play the console version of The Witcher 2 - announced alongside the PC game last year - were dealt a blow today after CD Projekt described it as merely a "potential" release.

    Even if the console version does come to fruition, it's "not likely" to launch alongside the pillar PC game.

    "All I can say for now is that it's not likely for any POTENTIAL [sic] console release to be simultaneous [with the PC game]," senior producer Tomasz Gop told Eurogamer this morning.

    He then apologised for being able to offer only a "no comment" on the console game's current status.

    CD Projekt's continued reluctance to show The Witcher 2 on console - or even confirm which platforms it's on - has lead to speculation of its existence. In May this year, CD Projekt had to jump to the defence of the project on Twitter: "CD Projekt always wanted and still plans to develop The Witcher 2 on consoles - nothing has changed," the company promised.

    CD Project dumped previous console game The Witcher: White Wolf - an adaptation of The Witcher 1 - due to funding issues.

    Luckily, there's a silver lining: The Witcher 2 on PC, which is shaping up to be something special. And it is absolutely still on track for a March 2011 release, Gop reiterated.

    As for a demo, Gop couldn't say. There's nothing "confirmed" so far.

    The Witcher 2 on PC has a new engine that CD Projekt can't stop boasting about. But it's story the developer believes is the RPG sequel's "ultimate feature".

    http://www.eurogamer.net/articles/20...may-not-happen ...
    by Published on October 20th, 2010 22:42

    Newly released NPD figures show Bungie's Halo: Reach as being the top performing retail SKU in the US for the first nine months of 2010, despite only releasing on September 14.

    At the time of the figures being compiled, Reach had sold 3.29 million units in the US.

    The sales figures, released to GamaSutra, show that Reach outperformed its predecessor in the Halo series, ODST, by almost one hundred per cent, with ODST only clocking 1.52 million sales in the US.

    Going back even further, Halo 3 matched Reach's 3.3 million figure in launch month, but during a period when the install base of console was only a third of what it is now. Translated, this means that whilst 49 per cent of all Xbox owners bought Halo 3 at launch, only 15 per cent did so with Reach.

    New Super Mario Bros. Wii bought Nintendo second place in the January to September chart, with third going to Rockstar's Red Dead Redemption. A full list of the top retail SKUs in the US for the first nine months of 2010 is listed below.

    1. Halo: Reach (Bungie, Microsoft Game Studios)
    2. New Super Mario Bros. Wii (Nintendo, Nintendo)
    3. Red Dead Redemption (Rockstar San Diego, Rockstar)
    4. Pokemon SoulSilver (Nintendo, Nintendo)
    5. Super Mario Galaxy 2 (Nintendo, Nintendo)
    6. Wii Fit Plus with Balance Board (Nintendo, Nintendo)
    7. God of War III (Sony Santa Monica, Sony)
    8. Modern Warfare 2 (Infinity Ward, Activision)
    9. Just Dance (Ubisoft, Ubisoft)
    10. Wii Sports Resort with MotionPlus

    http://www.gamesindustry.biz/article...-far-this-year ...
    by Published on October 20th, 2010 22:42

    Following mounting speculation earlier today, EA has confirmed its planned purchase of mobile game publisher Chillingo.

    Chillingo is best known for iPhone hit Angry Birds (which it did not develop), and is currently topping the App Store charts once again with Cut The Rope.

    Sources suggested to Reuters that EA will "pay under $20 million in cash plus other undisclosed considerations."

    "By acquiring Chillingo, EA Mobile is increasing its market leadership on the Apple platform as well as reaffirming its position as the world's leading wireless entertainment publisher," said EA spokeswoman Holly Rockwood.

    This is EA's second recent purchase in the online space, having acquired Facebook studio PlayFish for $250 million just over a year ago.

    http://www.gamesindustry.biz/article...sher-chillingo ...
    by Published on October 20th, 2010 14:45

    DIGG THIS


    via Twitter:
    I've been up to a lot of game hacking recently, but more on that later. Anyone interested in an open SDK? http://github.com/AerialX/PSL1GHT

    It's pretty lacking right now, but at least it compiles and runs stuff! I'll move Kammy and r3volution over to it soon.

    PSL1GHT
    PSL1GHT is a lightweight PlayStation 3 homebrew SDK, provided as a temporary way to compile user apps to run from the XMB using the open-source PS3 toolchains available.

    Environment
    A GCC toolchain that supports the PowerPC 64bit architecture is required to build PSL1GHT and its samples. This is the only toolchain that I test with and can guarantee support for. PS3Chain probably works just as well, as should marcan's AsbestOS toolchain. Some toolchains will probably already use newlib, and will make the included newlib unnecessary.

    Building
    Run make install in the psl1ght directory to build it all, and make sure to set the environment variable $PSL1GHT to the folder where you wish to install it to, for example...

    cd /path/to/psl1ght.git
    export PSL1GHT=/path/to/psl1ght.git/build
    make
    make install

    ... for a local build of it. Ensure that $PSL1GHT is set when you are building any of the examples or other apps that use PSL1GHT.

    Status
    At the moment, PSL1GHT has basic libc support, with stdout debugging, file access, etc. You can call lv2 syscalls and do some fun stuff with that, but it doesn't link to PS3 dynamic libraries yet which is where all the exciting functionality comes in. Also, a make_fself equivalent is still missing.

    Source: AerialX's Github / Twitter


    *UPDATE* 10/21/10
    Kammy is now the first PSL1GHT app! Check out the readme for a cool way to debug PSL1GHT apps over ethernet: http://github.com/AerialX/Kammy

    Kammy
    Kammy is a system for loading patches to lv2 (PlayStation 3's Game OS) from a user application, using PSGroove or any other implementation of the exploit that adds the peek/poke syscalls. Kammy was inspired by Treeki's Nintendo Wii game patching system, Kamek.

    Building
    Building Kammy requires PSL1GHT installed to build. This includes needing one of the supported PS3 GCC toolchains. Besides PSL1GHT, you will need the following utilities:
    • xxd: Creating patch bin files requires the xxd tool to be installed.
    • dd: Also required for building the patch bin files.

    With these dependencies installed, you can build Kammy by simply cd'ing to the loader directory and running:

    make clean
    make

    Usage
    Kammy must be used with a payload that supports poke/peek. This includes PSGroove and most of its forks - including my own - among others. To apply a Kammy patch, a loader application must be started on the PS3. This is usually done from XMB from an installed package, or from USB using my PSGroove fork's apploader payload (or PL3's payload_dev).

    Ethernet Debug Example
    The example loader included in Kammy installs a hook into lv2 that sends debug messages over the ethernet cable of the PS3. This is useful for getting data from the PS3 and lv2 (you get crash reports, and some info from different apps). It's also a useful way of seeing printfs from any applications you write and test, including ones built with PSL1GHT.

    This setup has three requirements to work properly:
    1. Your PS3 must be connected to a router by ethernet cable. Wireless must be disabled in the PS3 network settings.
    2. The PC that you're retrieving the info with must be connected to the same router as the PS3. Alternatively you can connect the PS3's cable directly into your computer to get the output.
    3. Your PC must have the socat program installed, so you can run the following command:

    socat udp-recv:18194 stdout

    A ready-to-run pre-compiled ethernet debug loader is provided in the Downloads Section.

    Customizing
    Kammy is made up of three main components:

    • v2: This folder contains the lv2 patches to be built. See the ethdebug patch for an example. It is up to the patch to apply any hooks it needs to lv2.
    • libkammy: This is the basic library that handles the loading of Kammy patches. Altering it should not be necessary.
    • loader: This folder contains an example that shows how to use libkammy to load kammy and another patch bin from the lv2 folder.

    Notes
    Internally, Kammy obliderates syscall 11, so try not to run it with payloads that provide that syscall.

    Source: Github

    DIGG THIS

    ...
    by Published on October 20th, 2010 14:45

    DIGG THIS


    via Twitter:
    I've been up to a lot of game hacking recently, but more on that later. Anyone interested in an open SDK? http://github.com/AerialX/PSL1GHT

    It's pretty lacking right now, but at least it compiles and runs stuff! I'll move Kammy and r3volution over to it soon.

    PSL1GHT
    PSL1GHT is a lightweight PlayStation 3 homebrew SDK, provided as a temporary way to compile user apps to run from the XMB using the open-source PS3 toolchains available.

    Environment
    A GCC toolchain that supports the PowerPC 64bit architecture is required to build PSL1GHT and its samples. This is the only toolchain that I test with and can guarantee support for. PS3Chain probably works just as well, as should marcan's AsbestOS toolchain. Some toolchains will probably already use newlib, and will make the included newlib unnecessary.

    Building
    Run make install in the psl1ght directory to build it all, and make sure to set the environment variable $PSL1GHT to the folder where you wish to install it to, for example...

    cd /path/to/psl1ght.git
    export PSL1GHT=/path/to/psl1ght.git/build
    make
    make install

    ... for a local build of it. Ensure that $PSL1GHT is set when you are building any of the examples or other apps that use PSL1GHT.

    Status
    At the moment, PSL1GHT has basic libc support, with stdout debugging, file access, etc. You can call lv2 syscalls and do some fun stuff with that, but it doesn't link to PS3 dynamic libraries yet which is where all the exciting functionality comes in. Also, a make_fself equivalent is still missing.

    Source: AerialX's Github / Twitter


    *UPDATE* 10/21/10
    Kammy is now the first PSL1GHT app! Check out the readme for a cool way to debug PSL1GHT apps over ethernet: http://github.com/AerialX/Kammy

    Kammy
    Kammy is a system for loading patches to lv2 (PlayStation 3's Game OS) from a user application, using PSGroove or any other implementation of the exploit that adds the peek/poke syscalls. Kammy was inspired by Treeki's Nintendo Wii game patching system, Kamek.

    Building
    Building Kammy requires PSL1GHT installed to build. This includes needing one of the supported PS3 GCC toolchains. Besides PSL1GHT, you will need the following utilities:
    • xxd: Creating patch bin files requires the xxd tool to be installed.
    • dd: Also required for building the patch bin files.

    With these dependencies installed, you can build Kammy by simply cd'ing to the loader directory and running:

    make clean
    make

    Usage
    Kammy must be used with a payload that supports poke/peek. This includes PSGroove and most of its forks - including my own - among others. To apply a Kammy patch, a loader application must be started on the PS3. This is usually done from XMB from an installed package, or from USB using my PSGroove fork's apploader payload (or PL3's payload_dev).

    Ethernet Debug Example
    The example loader included in Kammy installs a hook into lv2 that sends debug messages over the ethernet cable of the PS3. This is useful for getting data from the PS3 and lv2 (you get crash reports, and some info from different apps). It's also a useful way of seeing printfs from any applications you write and test, including ones built with PSL1GHT.

    This setup has three requirements to work properly:
    1. Your PS3 must be connected to a router by ethernet cable. Wireless must be disabled in the PS3 network settings.
    2. The PC that you're retrieving the info with must be connected to the same router as the PS3. Alternatively you can connect the PS3's cable directly into your computer to get the output.
    3. Your PC must have the socat program installed, so you can run the following command:

    socat udp-recv:18194 stdout

    A ready-to-run pre-compiled ethernet debug loader is provided in the Downloads Section.

    Customizing
    Kammy is made up of three main components:

    • v2: This folder contains the lv2 patches to be built. See the ethdebug patch for an example. It is up to the patch to apply any hooks it needs to lv2.
    • libkammy: This is the basic library that handles the loading of Kammy patches. Altering it should not be necessary.
    • loader: This folder contains an example that shows how to use libkammy to load kammy and another patch bin from the lv2 folder.

    Notes
    Internally, Kammy obliderates syscall 11, so try not to run it with payloads that provide that syscall.

    Source: Github

    DIGG THIS

    ...
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